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Post by rabindranath72 on Feb 8, 2013 9:42:37 GMT -6
Dear all (Jeff?) with the upcoming game tomorrow, I would like some explanations about the difference between familiars for Witches and Magicians. Beside the obvious, I was wondering why the Magician's familiar has 1d3+1 hp, whereas for the Witch's familiar it is specified as a more abstract "less than 1 HD"? Also, is the morale of the Magician's familiar standard for the considered animal? Finally, are the stats for familiars somewhere? I have spotted the rat and hawk in the bestiary section; are there other animals in the book which could be used? My wife has chosen a rat for her Witch, so I don't need to actually stat anything, but it would be nice if there were other options "for another time." Thanks in advance, Antonio
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Post by Ghul on Feb 8, 2013 9:57:18 GMT -6
Hi Antonio! Dear all (Jeff?) with the upcoming game tomorrow, I would like some explanations about the difference between familiars for Witches and Magicians. Beside the obvious, I was wondering why the Magician's familiar has 1d3+1 hp, whereas for the Witch's familiar it is specified as a more abstract "less than 1 HD"? The specific HD type assigned to the magician's familiar is due to its hp impacting the hp of the actual magician. This serves to keep the hp boost within a predefined parameter, whereas this is not necessary for the witch, because the witch's familiar does not impact the witch's hp total. However, the witch's familiar is probably better for other reasons (e.g., range of use). Not necessarily so; this, as I alluded to above, is another reason why the witch may well have the best sorcerer-familiar combo. No. Do you think information on all the "mundane" little animals are worthy of inclusion in a future revision? Maybe, for now, a document of all the little critter types that are potential familiars might make a good resource for our free resources page. Is she naming it "Tony"? Cheerio! Jeff T.
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Post by rabindranath72 on Feb 8, 2013 10:04:02 GMT -6
Hi Antonio! Dear all (Jeff?) with the upcoming game tomorrow, I would like some explanations about the difference between familiars for Witches and Magicians. Beside the obvious, I was wondering why the Magician's familiar has 1d3+1 hp, whereas for the Witch's familiar it is specified as a more abstract "less than 1 HD"? The specific HD type assigned to the magician's familiar is due to its hp impacting the hp of the actual magician. This serves to keep the hp boost within a predefined parameter, whereas this is not necessary for the witch, because the witch's familiar does not impact the witch's hp total. However, the witch's familiar is probably better for other reasons (e.g., range of use). Not necessarily so; this, as I alluded to above, is another reason why the witch may well have the best sorcerer-familiar combo. Thanks! I thought as much, but I wanted to be sure I was not reading more than was there. It all makes sense; indeed the Witch's familiar looks a rather powerful boon. That would be an excellent resource! Just looking at the rat and hawk, it's apparent that familiars can have quite different basic abilities and skills. It would be nice to have a generic resource, perhaps according to species? Like: rodents, birds, mammals etc. Come think of it, I must have a look at the AD&D 2e Monstrous Manual, which had such a list of small animals. Perhaps they can be ported easily. LOL I must suggest it if she hasn't thought about it yet! Although I am stressing the use of Hyperborean names (as one of the players insists in calling his fighters "Bob" regardless of the setting, I already told him I don't want to see any "Bobs" around this time!)
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Post by Ghul on Feb 8, 2013 10:08:53 GMT -6
You should show your friend Colin's wonderful name generator file. It's a great resource. Happy gaming, my friend!
Cheers, Jeff T.
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Post by rabindranath72 on Feb 8, 2013 10:13:32 GMT -6
You should show your friend Colin's wonderful name generator file. It's a great resource. Happy gaming, my friend! Cheers, Jeff T. Already printed, and ready to use! Thanks! A.
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Post by Cthulhu Colin on Feb 11, 2013 16:59:31 GMT -6
Starting to put together a document of small animals suitable for familiar use. Will post as I go along.
Firstly, those already statted in the rules:
Archaeopteryx – at 7th level or greater, Vol IV: Bestiary, p. 9 Bat, Normal – Vol IV: Bestiary, p. 12 Falcon (Hawk) – Vol IV: Bestiary, p. 39 Rat, Normal – Vol IV: Bestiary, p. 80 Snake, Viper – Vol IV: Bestiary, p. 90
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Post by Cthulhu Colin on Feb 11, 2013 17:06:15 GMT -6
Here's the domestic cat:
CAT No. Appearing: 1 (2d6) Alignment: Neutral Size: S Movement: 50 Dexterity: 15 Armour Class: 7 Hit Dice: ½ No. of Attacks: 2 (claw/claw) Damage: 1/1 Saving Throw: 17 Morale: 5 Experience Points: 7 Treasure Class: — Special: * Cats are superior stalkers, able to surprize on a 4-in-6 chance.
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Note, I removed the 1e-style rear claw rake from the cat; it was already bad enough that the domestic cat could make mincemeat of a commoner. I've only retained a pair of 1-damage claw attacks because ASSH seems to have kept such 1e nods in the likes of the archaeopteryx and falcon. I'd personally have given it a single attack doing 1 damage only, representing a flurry of claws and a bite. I gave the cat the same sort of stalking ability as the smilodon to represent its stealth. I'm not going to include descriptive text because frankly, you all know what such mundane animals are.
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Post by Ghul on Feb 11, 2013 17:16:02 GMT -6
Very good! In my experience, house cats are not all Neutral. Some are definitely Lawful Evil.
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Post by Cthulhu Colin on Feb 11, 2013 17:26:04 GMT -6
OWL No. Appearing: 1 (1d2) Alignment: Neutral Size: S Movement: 0 (fly 80) Dexterity: 15 Armour Class: 7 Hit Dice: ½ No. of Attacks: 3 (claw/claw/bite) Damage: 1/1/1 Saving Throw: 17 Morale: 4 Experience Points: 11 Treasure Class: — Special: * Dive bomb attack (claws only) from 50+ feet at +2 “to hit” and +2 damage. * Owls are silent fliers, able to surprize on a 5-in-6 chance.
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Note, I downgraded to 1e Owl to a 1/2 HD critter, and reduced its damage too. Essentially, it's now a slower-flying falcon, but with added stealth. I also removed the note that they can't be surprized, because if that would apply to owls on account of their hearing and night vision, it would apply to many other animals that don't have it too.
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Post by Ghul on Feb 11, 2013 17:29:33 GMT -6
But with the variety of owl species, which are we talking about? A snow owl is a pretty big raptor, whereas a mature saw-whet owl can fit in the palm of your hand. It has to be some type of boreal species, I would think.
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Post by Cthulhu Colin on Feb 11, 2013 17:41:05 GMT -6
But with the variety of owl species, which are we talking about? A snow owl is a pretty big raptor, whereas a mature saw-whet owl can fit in the palm of your hand. It has to be some type of boreal species, I would think. I envisioned it as the good old Barn Owl (relatively small and the most widespread owl there is). The larger species aren't what I think would necessarily fit the familiar model, just like I wouldn't permit a Golden Eagle as a familiar (and I've done falconry with one of those magnificent critters, among others). Familiar, yes: Familiar, yes: Familiar, no: Colin
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Post by Cthulhu Colin on Feb 11, 2013 18:28:56 GMT -6
RAVEN No. Appearing: 4d8 Alignment: Neutral Size: S Movement: 0 (fly 80) Dexterity: 12 Armour Class: 9 Hit Dice: ¼ No. of Attacks: 1 (bite) Damage: 1 Saving Throw: 17 Morale: 4 Experience Points: 9 Treasure Class: — Special: * A successful critical hit (AS&SH, Vol. III, p. 221) indicates that the raven has struck an eye and plucked it out.
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Note, tied the 1e-style 10% eye plucking into the critical hit system instead.
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Post by Ghul on Feb 11, 2013 18:32:43 GMT -6
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Post by Cthulhu Colin on Feb 11, 2013 18:37:14 GMT -6
On my to-do list: Toad, Weasel, Fox, Lizard, Squirrel, Pegomastax
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Post by Cthulhu Colin on Feb 11, 2013 18:41:32 GMT -6
True, though I'd still stat it the same (1/2 HD, like the domestic cat, due to size, light weight, and fragile hollow-boned skeleton); the jump to a full HD would seem too much. Colin
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Post by Ghul on Feb 11, 2013 19:46:08 GMT -6
The Dracula Dinosaur, eh? That would be fantastic, and a nice compliment to the archaeopteryx. I wonder if the pegomastax cried, "Blah, blah!" ;D
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Post by jasonzavoda on Feb 11, 2013 23:44:11 GMT -6
en.wikipedia.org/wiki/Turkey_VultureThis is a bird that haunts Northern Delaware. Have them in my neighborhood. Probably make a fantastic Witches Familiar for ASSH. They are one of the ugliest birds I've ever seen. I've seen Raven's try to drive them off. The Turkey Vultures are big, but the Raven's attack them in groups of two to four.
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Post by Cthulhu Colin on Feb 12, 2013 17:38:57 GMT -6
Feeling abysmal, so a quickie:
SQUIRREL No. Appearing: 1d6 Alignment: Neutral Size: S Movement: 40 Dexterity: 16 Armour Class: 6 Hit Dice: ¼ No. of Attacks: 1 (bite) Damage: 1 Saving Throw: 17 Morale: 4 Experience Points: 7 Treasure Class: — Special: * Able to climb and move in trees and on other rough climbing surfaces at normal MV.
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Post by Cthulhu Colin on Feb 13, 2013 15:37:26 GMT -6
TOAD No. Appearing: 1d2 Alignment: Neutral Size: S Movement: 0 (hop 10) Dexterity: 10 Armour Class: 9 Hit Dice: ¼ No. of Attacks: — Damage: — Saving Throw: 17 Morale: 4 Experience Points: 9 Treasure Class: — Special: * If lying in wait, camouflage provides a 3-in-6 surprize chance. * If the toad is bitten or licked, a death (poison) save must be made or the victim suffers 1d4 hp damage. Normal toad toxin does not cause continuing damage. A toad produces enough toxin to coat a dagger when provoked, and enterprising magicians are known to use their toad familiars to envenom their blades or fill a vial with a single dose up to once per day. The toxin wears off the blade after a single successful strike.
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Post by Cthulhu Colin on Feb 13, 2013 16:00:02 GMT -6
WEASEL No. Appearing: 1d2 Alignment: Neutral Size: S Movement: 40 Dexterity: 16 Armour Class: 6 Hit Dice: ¼ No. of Attacks: 1 (bite) Damage: 1 Saving Throw: 17 Morale: 5 Experience Points: 7 Treasure Class: — Special: * Can mesmerize small prey such as mice and rabbits by performing a continuous weaving dance on a 4-in-6 chance.
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Post by Cthulhu Colin on Feb 13, 2013 16:11:18 GMT -6
FOX No. Appearing: 1d2 Alignment: Neutral Size: S Movement: 50 Dexterity: 15 Armour Class: 7 Hit Dice: ½ No. of Attacks: 1 (bite) Damage: 1d3 Saving Throw: 17 Morale: 5 Experience Points: 5 Treasure Class: —
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Post by Cthulhu Colin on Feb 13, 2013 16:20:57 GMT -6
HARE No. Appearing: 1d12 Alignment: Neutral Size: S Movement: 60 Dexterity: 15 Armour Class: 7 Hit Dice: ½ No. of Attacks: 1 (bite) Damage: 1 Saving Throw: 17 Morale: 4 Experience Points: 7 Treasure Class: — Special: * Only surprized on 1-in-6 chance due to keen senses and natural wariness.
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Post by Cthulhu Colin on Feb 13, 2013 16:53:52 GMT -6
GULL No. Appearing: 4d8 (1d20x100) Alignment: Neutral Size: S Movement: 0 (fly 80, swim 5) Dexterity: 12 Armour Class: 9 Hit Dice: ¼ No. of Attacks: 1 (bite) Damage: 1 Saving Throw: 17 Morale: 5 Experience Points: 7 Treasure Class: —
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Post by Cthulhu Colin on Feb 13, 2013 17:25:30 GMT -6
PEGOMASTAX No. Appearing: 1 (1d6) Alignment: Neutral Size: S Movement: 50 Dexterity: 12 Armour Class: 6 Hit Dice: ½ No. of Attacks: 3 (claw/claw/bite) Damage: 1/1/1d3 Saving Throw: 17 Morale: 5 Experience Points: 7 Treasure Class: —
A bipedal reptilian of ancient origins, the cat-sized pegomastax has a long neck and tail, hooked beak beweaponed with large upper and lower tusks, a pair of grasping forelimbs, and a pair of strong claw-tipped legs. Long, soft bristles cover the rear of its mottled brown head and back, and it feeds on tough leaves and other vegetation, using its impressive tusks and claws for defense.
The pegomastax inhabits arid regions such as the Diamond Desert, and like archaeopteryges, a few have been trained as familiars by magicians of 7th level or higher, and these also evidence a degree of empathy with their masters.
Special: * If both claw attacks hit one opponent, it uses its rear claws to rend, each causing an additional 1d2 hp damage.
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Post by Cthulhu Colin on Feb 13, 2013 17:35:56 GMT -6
And I think that's all finished now. 10 extra small critters/familiars statted up, giving folks a nice selection of 15 possibilities (2 of which are exotics normally only found as familiars among those of 7th level and greater).
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Post by Ghul on Feb 13, 2013 19:34:14 GMT -6
Most excellent, Colin. I do appreciate the work you've put into this. These should be compiled and offered as a resource on the main web site. I personally have use for the pegomastax straight away in my low level adventure, "Ghost Ship of the Desert Dunes." I exalt thee!
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Post by Cthulhu Colin on Feb 14, 2013 9:59:51 GMT -6
Thanks kindly. Sent the compiled Word document your way last night, along with a little intro. text to make it more like an article. Weirdly, I'm probably most pleased with the inclusion of the Gull entry. Given how common coastal seabirds are, it seems they'd be an obvious choice for many magicians and witches living near the sea, or from seafaring cultures. Besides, Herring Gulls and their kin and mean-looking things.
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Post by rabindranath72 on Feb 15, 2013 3:50:55 GMT -6
Excellent stuff colin! My wife will be happy ;D
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Post by blackadder23 on Feb 15, 2013 13:13:59 GMT -6
Weirdly, I'm probably most pleased with the inclusion of the Gull entry. Given how common coastal seabirds are, it seems they'd be an obvious choice for many magicians and witches living near the sea, or from seafaring cultures. Besides, Herring Gulls and their kin and mean-looking things. I agree about the gulls, especially since Hyperborea has a lot of water (compared to, say, the Greyhawk map). You've never very far from the sea! Nice work on these.
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Post by Cthulhu Colin on Feb 15, 2013 15:28:15 GMT -6
Thanks, everyone. Yeah, coming from Britain (where you're never more than 70.2 miles from the sea at the furthest), I've spent my life seeing gulls and the coastline. Bloody noisy things.
Colin
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